![]() ![]() What’s left currently, the four items, were really what would draw out the fun of the game.” ![]() After a lot of experimentation and testing, we weeded out all the ones that had potential to detract from the gameplay and enjoying the game. “Hookshot was we experimented with and tested, as well as Beetle from Skyward Sword. In an interview with Kotaku, game director Hidemaro Fujibayashi described a few of the ideas that the team experimented with, and why they ultimately went with the approach of giving the player the four runes early on. On the latter front, the classic Hookshot was considered for inclusion in the game, but was ultimately discarded for being too limiting. During that revamp, some of Link’s classic items made a return (fire and ice rods, for example), others got a bit of a revamp (having to manually catch a boomerang was mind-blowing), and some were cast aside completely. In discussing what the double-hookshot felt like, Fujibayashi said that " Your mobility and your speed was just kind of incredible.Breath of the Wild certainly took a new approach to Link’s items and inventory. Aonuma revealed that the original idea for the double-hookshot was to allow Link to quickly climb something and parasail down. During Breath of the Wild's development, the team decided to do some tests to see how it would impact the game's mobility, the outcome of which seemed to be a bit surprising. ZELDA BREATH OF THE WILD HOOKSHOT ZIPWhen navigating environments, this meant that Link would zip up to wherever the hookshot grabbed, stop, then take aim with the other hookshot. The stop and start nature of this item evokes the feeling of lackluster Spider-Man web swinging, because Link can zip from place to place but lacks any amount of fluidity.įujibayashi and producer Eiji Aonuma spoke about testing the double-hookshot in Breath of the Wild in an interview with IGN. Link's hookshots in The Legend of Zelda games would target specific things like grids, vines, and enemy armor, which would allow Link to quickly pull himself toward the connection point. ZELDA BREATH OF THE WILD HOOKSHOT SERIESPrevious games in the series didn't have a climbing mechanic, at least not on par with Breath of the Wild, so it was necessary to give Link a unique way to explore Hyrule and led to some of The Legend of Zelda's best dungeons. ![]() The double-hookshot was a staple item in titles like The Legend of Zelda: Twilight Princess and The Legend of Zelda: Skyward Sword, as they allowed Link to access areas or items he otherwise couldn't reach. Related: BOTW's Iconic Opening Scene Randomly Changed For Lucky PlayerĪccording to DidYouKnowGaming?, Breath of the Wild's double-hookshot was one of those cut ideas. There were ideas of implementing around 120 items into the game, blending together new ideas and bringing back items from older Legend of Zelda titles. This proved to be a little too ambitious however, so while items like Link's bombs and the Master Sword made the cut, many others had to be left out. While developing Breath of the Wild, director Hidemaro Fujibayashi and his team tried to include as wide an arsenal as they could. ![]()
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